Files
cool-source-archive/materialsystem/stdshadersdx11/lightmappedgeneric_dx11_helper.h
Totterynine 2773eae4d7 shaderapidx11
use -dxlevel 110 to use it
2021-09-22 18:56:56 +05:00

166 lines
4.2 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef LIGHTMAPPEDGENERIC_DX11_HELPER_H
#define LIGHTMAPPEDGENERIC_DX11_HELPER_H
#include <string.h>
#include "BaseVSShader.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CBaseVSShader;
class IMaterialVar;
class IShaderDynamicAPI;
class IShaderShadow;
ALIGN16 struct LightmappedGeneric_CBuffer_t
{
// Vertex shader
Vector4D cBaseTexCoordTransform[2];
Vector4D cDetailOrBumpTexCoordTransform[2];
Vector4D cEnvmapMaskOrBump2TexCoordTransform[2];
Vector4D cBlendMaskTexCoordTransform[2];
Vector4D cSeamlessMappingScale;
Vector4D cModulationColor;
// Pixel shader
Vector4D g_OutlineParams[2];
Vector4D g_EnvmapTint;
Vector4D g_FresnelReflectionReg;
Vector4D g_SelfIllumTint;
Vector4D g_DetailTint_and_BlendFactor;
Vector4D g_TintValuesAndLightmapScale;
Vector4D g_SoftEdgeParams;
Vector4D g_EnvmapContrast;
Vector4D g_EnvmapSaturation;
IntVector4D g_DetailBlendMode;
Vector4D g_FogParams;
Vector4D g_FogColor;
float g_AlphaTestRef;
};
extern ALIGN16 ConstantBufferHandle_t g_hLightmappedGeneric_CBuffer;
//-----------------------------------------------------------------------------
// Init params/ init/ draw methods
//-----------------------------------------------------------------------------
struct LightmappedGeneric_DX11_Vars_t
{
LightmappedGeneric_DX11_Vars_t()
{
memset( this, 0xFF, sizeof( LightmappedGeneric_DX11_Vars_t ) );
}
int m_nBaseTexture;
int m_nBaseTextureFrame;
int m_nBaseTextureTransform;
int m_nAlbedo;
int m_nSelfIllumTint;
int m_nAlpha2; // Hack for DoD srgb blend issues on overlays
int m_nDetail;
int m_nDetailFrame;
int m_nDetailScale;
int m_nDetailTextureCombineMode;
int m_nDetailTextureBlendFactor;
int m_nDetailTint;
int m_nEnvmap;
int m_nEnvmapFrame;
int m_nEnvmapMask;
int m_nEnvmapMaskFrame;
int m_nEnvmapMaskTransform;
int m_nEnvmapTint;
int m_nBumpmap;
int m_nBumpFrame;
int m_nBumpTransform;
int m_nEnvmapContrast;
int m_nEnvmapSaturation;
int m_nFresnelReflection;
int m_nNoDiffuseBumpLighting;
int m_nBumpmap2;
int m_nBumpFrame2;
int m_nBumpTransform2;
int m_nBumpMask;
int m_nBaseTexture2;
int m_nBaseTexture2Frame;
int m_nBaseTextureNoEnvmap;
int m_nBaseTexture2NoEnvmap;
int m_nDetailAlphaMaskBaseTexture;
int m_nFlashlightTexture;
int m_nFlashlightTextureFrame;
int m_nLightWarpTexture;
int m_nBlendModulateTexture;
int m_nMaskedBlending;
int m_nBlendMaskTransform;
int m_nSelfShadowedBumpFlag;
int m_nSeamlessMappingScale;
int m_nAlphaTestReference;
int m_nSoftEdges;
int m_nEdgeSoftnessStart;
int m_nEdgeSoftnessEnd;
int m_nOutline;
int m_nOutlineColor;
int m_nOutlineAlpha;
int m_nOutlineStart0;
int m_nOutlineStart1;
int m_nOutlineEnd0;
int m_nOutlineEnd1;
int m_nEnvmapParallax;
int m_nEnvmapOrigin;
int m_nPhong;
int m_nPhongBoost;
int m_nPhongFresnelRanges;
int m_nPhongExponent;
};
enum PhongMaskVariant_t
{
PHONGMASK_NONE,
PHONGMASK_BASEALPHA,
PHONGMASK_NORMALALPHA,
PHONGMASK_STANDALONE,
};
struct LightmappedAdvFlashlight_DX11_Vars_t : public CBaseVSShader::DrawFlashlight_dx90_Vars_t
{
LightmappedAdvFlashlight_DX11_Vars_t()
: m_nPhong( -1 )
, m_nPhongBoost( -1 )
, m_nPhongFresnelRanges( -1 )
, m_nPhongExponent( -1 )
, m_nPhongMask( -1 )
, m_nPhongMaskFrame( -1 )
{
}
int m_nPhong;
int m_nPhongBoost;
int m_nPhongFresnelRanges;
int m_nPhongExponent;
int m_nPhongMask;
int m_nPhongMaskFrame;
};
void InitParamsLightmappedGeneric_DX11( CBaseVSShader *pShader, IMaterialVar **params, const char *pMaterialName, LightmappedGeneric_DX11_Vars_t &info );
void InitLightmappedGeneric_DX11( CBaseVSShader *pShader, IMaterialVar **params, LightmappedGeneric_DX11_Vars_t &info );
void DrawLightmappedGeneric_DX11( CBaseVSShader *pShader, IMaterialVar **params,
IShaderDynamicAPI *pShaderAPI, IShaderShadow *pShaderShadow,
LightmappedGeneric_DX11_Vars_t &info, CBasePerMaterialContextData **pContextDataPtr );
#endif // LIGHTMAPPEDGENERIC_DX11_HELPER_H